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MikeyPI

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Posts posted by MikeyPI

  1. Use multi-layers in the paint app you use to try to enhance crispness.. The problem with an underlayed image is that the thing will blur when scaled down, this is natural (and a one-way trip).  That being said, you can use multiple layers to give the illusion of crispness in the texture file, then flatten all the layers when the project is done.  What I find a good tactic for doing such things is to use a transparent layer and to add detail with an airbrush set to speckle the transparent layer with colors that are similar to the underlying texture.. It helps to add some "sharpness" to the underlying grass/dirt without overdoing it.. You can do the same thing to simulate things such as shadows being cast, bumpiness that was not present on the original texture, rock speckling (gravel) without it being pure gravel.. All up to you and playing around with the layers and different opacity levels for each to figure out what looks the best from a distance and zoomed in upon it.

  2. This community stands for me to ban you, and anyone else whom I disagree with, part of my powers to abuse really.

     

    Seriously though, this place exists for discussions and for people to hash out ideas, though in the past many people tried to get people to do things for them so regrettably it is commonly an assumption made that would be the intent.  The reality if one wishes to have a discussion about an idea but doesnt wish to get someone to make it, that's fine by me just the same.

     

    The problem with this horsey idea is namely in if you wish it to look crude or pretty.  In short, yes I can force hoop at gunpoint to fudge the concept into a crude but serviceable horsie with a cop on top but in my eyes that's missing the intention a good bit.

     

    To do this proper like would require far more work than that, in reality to make a really nice addition it would require a few things:

    The horse it's self might be usable from the stock factory horse in the game, that's debatable as I've never looked at the horse it's self to see what it's got going on.  For the sake of argument here we'll assume she's usable though.

    Next it'd need a saddle added, all in all not that difficult assuming the horse it's self is usable and doesnt "bound" or gallop when it moves, if it does that would be a serious hindering problem to overcome, ultimately requiring the saddle to be mounted onto the horse, which may not work so hot if she does gallop, rear or anything of the sort.

    Next up would be a rider, I've made one before for the motorcycle found in LA or NY mods (same guy/same bike in both mods just modded for ny)... I had to make that guy from scratch for the bike, he was a new model, not an existing em4 model because of what was needed to make him mount since he's animated to do so..  Let's say that you wanted to do this the easy way and plop him on top the horse in saddle, no mounting.. It still requires making a person model that fits the bill and designing him in such a way to fit on the horse (without the horse being present unless you have Zmod3 which most of the modders don't).  

    Worst case for the rider you'd want him to mount the thing, which would require someone with a whole lotta patience to move the guy in a relatively fluid matter, this game you have to animate using pretty crude techniques for most modders around, so it's seriously painful to do it.

     

    Now, worst case scenario here:

    The horse is bad, and won't be possible to use at all... He just is a bad horsey and is lame so we put em' down... *throws flower on po' horsey's grave..

     

    This is the part that really sucks here.... If the horse is junk as far as the concept goes and we'd need a new horsey from the ground up... As a modeler myself I'd want to shoot myself to be blunt, but it would be possible to make the horse with relatively little pain.. The fun part would be that I would then have to animate his actions/movements to be as fluid as possible. That's alotta work, but the good news is the saddle nor the person matching is not an issue one bit compared to the horse.

     

    Then the scripting it's self, for the easy route is relatively easy to do in of it's self because in essence the horse would become a person (means set speed and all that jazz though) If you made it a vehicle it would be far more intensive to sort out.

     

    The harder route is a ton of work because you'd basically have to script the horse's movements for every single movement he does, along with triggering the animations for his movement and all that stuff, a serious task to undertake but ultimately the end result would be far far better..

     

     

     

    My final thoughts...  To be totally blunt for me and my perspective this task to do it proper and have a really high-quality end result is a ton of work for something that in essence is purely cosmetic... Granted, it could have some cool and fun features for crowd control and things like that, but for the work involved I wouldnt undertake this task.. This task would take someone with moderate to advanced skills for both modeling and scripting to do right, and a good bit of time for quality-control and testing to make sure it did not bug out.  If you wish to try to undertake the task, I wish you the best of luck as it would be a cool cosmetic addition but a difficult one to do right.

  3. Tbh, I do have to admit that I find it kind of sad that people take constructive criticism so harshly here.  It would be one thing if people ran about saying "It looks horrible!" and things of the like (that would be straight up bullying and horribly inappropriate), but when they're trying to help it's really a shame that people don't really want that anymore.  It's sad, but it's really the truth that people don't care for anyone trying to help to improve anything (not unless they're going to do it for them), most people around today just want the "yes men" who'll take things as they are and say "looks good".

  4. In recent days I had compatibility issues with an older game that I really wanted to play.  So I searched around for a util to emulate the state the game required and found one that did the job for me on 8.1.  Most games work with 8.1 but there are some that are just too old, given win10's fairly new age I suspect many drivers arent "fixed" yet so it'll be much the same problem as any new OS has for a while.  For the time being though, this app might help you run the game in spite of the issues you've got.

     

    https://www.williamfeely.info/wiki/DXGL#Downloads

     

    Install and run that app, then when you load it up add em4.exe to the program list, once that is done set it to stretch it to your screen and touch nothing else about it unless you're prepared to have to tweak quite a bit to fix it.  Once that is setup and you've added em4 to the list of programs for it to run, simply run em4 as you would normally and your screen should "flash" once or twice, then load up into the game normally.  Going forth the game is stored in the list of games to execute for so you don't have to manually load the app it's self from that point on. 

     

    I cannot say how this app performs on low-end machines, but it did the job for me that I needed it to do. Fair warning though: if you screw it up and it gets stuck in a boot loop (trying to load the game and flashing endlessly) just ctrl+alt+del and switch users, it'll shut down the app.

     

    Don't know if it'll help with em4, if not you can shop around for an app that does the same thing, I've encountered several in the past that did the same thing.

  5. You guys need to read the TOS or you will face subsequent punishment for bumping this topic.  I already warned chris for this behavior, you need to appoint one individual to operate this advertisement (yes, that's what it is) and have that person maintain and be  compliant with the TOS here.  This is the final warning regarding this clan.

  6. The like system, on paper sounds like a positive thing to enable, but the problem with it is that it can be abused by members to essentially "push" reputations for people while snubbing others.  In essence, it becomes more about popularity instead of substance. For example say someone releases updates to a mod, or releases a mod, many people will like this individual's posts merely for giving them content.  On the same flip of a coin though, someone else could be focused on helping people out with their problems, or teaching people things in the other parts of the forum and generally being helpful to members but because they're not giving out content as the other user is, less people will "like" this individual's contributions even though in the end they are just as useful as the full-blown mod is.  

     

    Aside from the above example someone could get their friends to like all of their posts just to promote their reputation which once again would negate the benefit of the system if people are abusing it to push up their reputation via "likes". Then you also have the people who will like someone's posts and in return expect that user to like their posts, not unlike the current facebook like system and how many of it's users have professed to me to use it.  It might not seem as though it would be a problem from the outside looking in, but similar to the posts equating to rankings, you from time to time will see users post excessively with the intention of bumping their post count since on many forums the number of posts a user has is used to denote their status within the community (not stating that is the case on this particular forum, but on other forums it commonly is how other users will gauge one another's "experience"). In the end the "like" system would probably have similar results.

     

    Hopefully this clarifies why we've turned this particular accessory off within this site, in the end it boils down to how users would use it and the likelihood of abuse which would result with it turned on for general users. Since we can't really regulate the methodology of how and when it should be used without writing more rules/regulations to go along with it, it's much easier to just leave it disable at this time. Given that the "like" system is directly linked to a "Reputation" system it would be highly likely to be abused.

  7. The prototype files are kept within the same folder as the vehicle body is in most mods EX: Mod\Prototypes\Vehicles\

    To find them in the editor is usually a bit harder.

     

    Usually, for the sake of organizing things, people place the door protos and wheel protos under a different structure within the editor. While the protos are found in the same folder in the physical location, in the editor they are usually found as follows for EX:

    _VehicleParts_doors

    _VehicleParts_super

    _VehicleParts_wheels

     

     

    Doors are where you'll find the corresponding doors for the vehicle, super is where structures that are added to the vehicle (such as ladder pieces) would be found, wheels is where the vehicle wheels are found.

     

    The process for fixing their mistakes is much the same as the actual body, you just simply relocate the model file that corresponds to the part and the missing box will disappear and be replaced by the appropriate model/texture.

     

    For things like the Lightbars it will vary depending on the modification, some will place them under super, some will create their own folder location within the editor and possibly within the root structure of the mod.  You will have to look a bit to find the misc. parts if the mod was not that organized by the creator, which can be a problem with what we class as "sub-mods" since many use an existing mod's structure but add additional folders to it which don't follow the original mod's structure.

  8. Geeky answered correctly for your first question, thank you for that @ Geeky.

     

    The second question is simply because we have that feature installed, but we have it disabled for regular users.  There is nothing wrong with your account in that regard, but we've disabled it by making it so that you are not permitted to "like" things, rather than totally disabling the feature we went the simplest route which was to just set the quota to 0.

  9. Yes, you could add in with some work a loading bay onto a police station (would require model alterations to have such a bay and the animated door) and some script work to make it happen, the scripting is essentially copying from existing ones, but it's something you or someone else would have to be willing to do in order to give the van additional steps in it's scripting to make it drive to the location and pull into it, then unload through another spawn location.  Entirely possible but without scripting ability not something you'll likely accomplish yourself.  The model aspect is also important if you want a polished result.

  10. Vehicles are the same routine, there are just more prototypes for the doors, trunklids, wheels etc. Hunt them down and re-add the models back, the only difference for vehicles is the fact you have to alter the commands to match the "new" mod so you don't end up with a crash.  The easiest way is to copy a vehicle's commands from the "new" mod that mimic the things you want the one you're importing in.  If you're lucky the scripts won't need alterations to accommodate the new vehicle.  If the scripts need work, then yeah that can get painful.

  11. The reason the editor shows the "missing model" box with the # things all over it is because when you copied it over, the file structure was different from the original mod vs the one you've added it to.  What this means is the prototype is looking for the model in the file structure of the old mod.  To fix this you'll have to ensure that the model/texture files for the thing you wish to add are in your new mod folder, load the editor, load the prototype and manually find the file for the prototype within your "new" mod.  Once you find it and load it within the prototype, then press "ok" and the model will be saved to that prototype file.

     

    To summarize: copying the model files directly in your instance does not work because the old mod had a different file structure than the new one.

    IE:

    Mod01\models\vehicles\01lapolice\

    vs

    Mod02\models\vehicles\police\

     

    because of this difference when the proto looks for the model file, it won't find it because it isnt in the folder where it is looking for it.  Very simple to fix this by manually re-linking the model file to the proto within the new mod's structure.

  12. Can you assure me that you really are blind please, the moderators will not allow childness on this site. I can show you but assure me you are or aren't blind.

    It's a figure of speech he used.  He stated "I am blind" as in the fact that he missed the tutorials section...  We would not bother someone for such things, please do not speak for us we can speak on our own quite well..

     

     

    @Kokiri to expand on what pottyscotty said, sometimes you will have to edit the properties within the editor to change out the commands since different mods will have different scripts.  Your best bet is to try the just copy the prototypes and model/texture for the vehicle from the first mod to the mod you want it in, try to load it, if it loads/works fine all's well and ends well.  If it doesnt load right and/or crashes when you hit a command button, then you'll have to load up the editor, open an existing vehicle that has the same commands that you want your "new" car to have, and make sure that you remove the original commands from the "new" vehicle and replicate the ones from the existing vehicle, it should work then.

  13. @ venne950 I'd say that this topic is probably a "dead" topic, when you go to post in a topic check it's last post date from the author of the topic, if it's been some time since they've posted it's possible they've either moved onto other things or are otherwise engaged and unable to update their topic.  Sometimes authors just move onto other things and leave their old topics behind with no notice that they've done so, I'm not saying that is the case in this instance but it does happen rather often unfortunately.

     

    To the author I'm going to lock this topic, if you should return and want the topic opened feel free to pm a staff member and we'll unlock it for you.

  14. No, there isnt anything wrong with what he did, for someone starting out it's a nice effort thus far.  It'd be better if the lightbar colors matched but that kinda is what it is since he's just doing a reskin of it right now.  Though he can change that pretty easy, the lightbar I think I mapped in such a way that each cell is on a different block, so that's something you might be able to fix pretty quick.

     

    Edit Moderator note:

     

    Since this is based on NYC I'll move it to the sub-mod category.

  15. Kudos for trying to learn to model yourself, it's a tough task but one that opens up a ton of possibilities to create whatever you want.  I'm sorry that I can't help you with UV-Mapping as I don't use that particular app I don't know anything about it's system for applying it.  Z2's UV mapper I find tedious and rather complex for what I do when it comes to mapping, so I use Z1 instead since it's a simpler system to UV map with.  Outside of Z1's mapping system I'm not really qualified when it comes to the alternatives.  Z2 I know a bit of how to use it but I find it so tedious that I generally avoid using it if possible.

  16. It is possible that it's your PC, but most likely the downloads were corrupted and did not complete properly. There are many reasons the download doesnt complete properly mostly due to latency or server issues but it still claims the thing is completed properly.  The best thing you can try to do is to delete the files, clear your temp internet cache and try to download them again.  I've had this issue happen a few times in my years of dealing with this game, the modinstaller can be rather fickle at times, but usually re-downloading the files does the trick in getting them to run.

     

    If the three files you've tried still bug out when you re-download them, try finding the lightest (smallest) mod you can and downloading and installing that one, if it says they are all corrupted then perhaps there is an issue with your modinstaller that needs to be repaired.

  17. I think you are missing NFK's point poole.  IF you have others working on the modification (meaning they are being given content to work on) then this modification would no longer be classified as private since you have/are distributing it to other persons.  A private modification is an individual's efforts that will not be distributed, this includes to youtube reviewers, other individuals to work on it, clan members, anyone for any reason.  If your "private" modification is to be distributed in any shape or form you must have appropriate permissions and credits before doing so.

  18. The only other thing you can do is to try to find an alternative version of your video card drivers (that does not mean newer).  Sometimes newer drivers cause problems where older ones do not... Kind of a trial and error thing to find drivers that match the programs you run.

     

    The DX9 thing is strange to me, as I have had to install DX9.0C several times now (several vista/7/8 machines)  and never encountered that issue.  Probably related to the version/installer you're running for DX, the one I used doesnt run that check but instead checks file versions and updates as required.  Different sources, different results I guess.

  19. Probably a Codec Pack causing this error:

    ?VVideoTexture::InitTextureRenderer(): could not find output pin [80040216]

     

     

    That error usually results from Codec packs installed on the machine to permit you to run videos in things like windows media player.

    If you have codec packs installed, you would have to uninstall them to figure out which is the one responsible for your issues.

     

     

    Your video card driver is relatively new, so I doubt that is at fault.

     

    If it is not the result of a codec pack (I think it probably is) then the only other option would be the version of Direct X is too new and requires older dependencies that your machine does not have.. DX9.0 was required for this game, the later versions of DX (DX 10+) lost some functions/features that older games required.

  20.  

     

    There are 2 variants of 2006 Charger. The ones in my pictures areb y MikeyPI and would need a 1024x1024 texture to be up to today's standards. I precisely upscaled the texture and made it better than the original.

     

    The only charger I am responsible for is in the NYC mod, it is Hoopah's original model altered for the NYC mod by me.  I changed the texture/uv map and cut the body open to match the rest of the nyc mod fleet, but the model it's self was accurate for the most part, so I used Hoop's and just altered it.  If the charger is from the LA mod, it is in fact, Hoopah's.

     

     

  21. -3D Modellers

    -Scripters

    -Coder

    -Texturer

    -UV Mapper

    -The Basic Team Members

    -Someone who could make an accessible hospital which functions (work with scripting team)

    I have to ask a fairly direct question, I read the idea in the other topic.  As Ideas go, it isnt a bad idea at all, some would certainly find appeal in the concept, even though it's going to take massive effort to make the custom script to do the idea.  That being said, which of these skills are you going to be the primary responsible party for in which you've stated you need?  If you cannot do at least one or more of these skills yourself, and cannot do them yourself as the primary individual responsible for them, you will have an extremely difficult time in finding people to do these things for you. 

     

    From what I've read into your idea, your critical issue is going to be script/coding to address, which it sounds like you won't be able to do yourself.  The Second most difficult issue will be addressing the model requirements for such a unique idea, in general modelers usually also handle the UV map/texture for their projects (though some outsource textures).  Are you capable of doing "scratch" model work?  Are you able to do any sort of model work, if so what exactly can you do with them?

     

    The Model/UV and Script work are the two heaviest loads within this idea, and if the mod "leader" is not helping with that work load, it kind of removes the incentive to work with someone, because in the end the people "helping" are basically doing a great deal of the work, instead of the guy who is "leading" the project.  If you're currently incapable of helping in one of those two categories, I would try to look into picking up one, if not both of the fields (be it model/uv work or script/code work).

     

    It's a nice concept, so best of luck in pulling it off; hopefully you have some skills in the areas you require to get the ball rolling (so to speak) it gives more incentive for people to invest their time into the project when they see it progressing without them rather than them being necessary to make the project even start rolling.

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